The tutorial says that the red is the strongest, but the AI turrets can target outside of the screen if you have the range extender. I set red to have no weapons and gave all the weapons to AI and won the game..
The game froze into the third level when I was holding down the speed button. When I went back to level select, the map was all wonky too. I think I found a bug.
The speed of the bubbles overall is slow. I understand the biggest ones are slowest, but the game would work better overall if the small ones were almost -too- fast while the bigger ones still moved around at a reasonable pace. This would help the speed of combat as well as control. Also, group movement as mentioned before is really bad-- small ones get stuck. If there was a way to have the faster ones "slip" past the slower ones, it would make combat more predictable and interesting.
Good idea and art, but the complete lack of tutorial (not everyone can figure it out by looking at the "instructions" mechanics: Camera Angle, island generation, decay rates, resource interaction doesn't seem to make sense and doesn't seem to progress logically.
I know you made the islands slow to make this game leisurely, but the high resource decay rate makes you rush, mess up island placement and frustrates you. The "calming" music almost seems like it's mocking the player.
It's not too difficult to figure out, but the game does kind of throw you in the middle without much of an explanation of the working mechanics. Swordsmen are only marginally better than spearmen, and spearmen again marginally better than arrows at melee. You have to walk the line between sending extra troops uselessly or losing ground (not explained) and run the risk of running out of money / troops early if you don't watch for it.
Great concept and art (and in these kinds of games, the art isn't usually great!) but the mechanics and walk-in for the game have me giving the game a 2.5-3 stars at most. Unlike most flash game designers, you seem to be mindful of immersion, which is pretty impressive, but on this go-around, I think the mechanics of your game held you back here.
Started strong with 5 survivors in search party. 10% of being found, 80%+ chance of surviving, 85%+ of finding items. 4 of them died at once. Later on I lost the rest of them. Trying again later~
I really like it-- the mechanics and idea is solid. But the survivor roles, particularly the search party seem too random-- if you get a good streak going, then you snowball into unstoppable, but if you hit a bad run early on, then it gets really difficult.
Fantastic game, I played it all the way through and now it's 1AM.
I beat it with 0 upgrades to health, including buys and level upgrades =)
The trick is to be smart about your level upgrades and maximize that ice synergy. It's freaking incredible at taking out those big mobs.
I think the only thing that would've made it better is a ranking (doesn't have to be global) but some way to rank how well you did. No matter how well or how poorly I do, it's an "Honorable Death". A little snarkiness would be appreciated: "Grasshopper" "You would make a good henchman" "Your Kung-Fu is good. Mine is better." Quirky Zen maxims would be fun too.
I'm gonna have to agree with most of the reviews I see here-- I don't think a whole lot of thought was put into level design-- it's all fairly easy and straightforward. It's nice to see people still make this type of game (cell warfare type) but I wanted to see something new aside from the standard "speed, capacity, regen" upgrades.
Great refreshing new mechanic for a platformer! The only thing that bugged me a bit is that it seems that you recorded the poem in individual sound files, one for each level, rather than recording it all in one go and splitting it from there. The poem loses the flow it should have, and thus, a lot of the beauty of the rhythm and sound of the poem is lost. Even if it's done deliberately as part of the Fractured metaphor, I submit that the game loses little by redoing the recording for those lines of poetry, but gains so much beauty.
They were indeed done as separate takes. I really like how disjointed it becomes. Every line has its own little inflection and meaning completely different from the last. I'm glad you picked up on that; very keen.
The difficulty setting is really high-- I know you said that the clicking is there for amusement, but even with it, it's really difficult to beat the later levels. It seems that either the enemy unit selection or the difficulty is a bit too high given the resource generation rates.
With what you have problems exactly?